
It's important to note that you don't want this value to be less than the Ocean Floor Level ValueĮrosion Iterations: These are the cracks and crevices or rivulets seen alongside the sides of mountains or on the beach shores. If you want more water in the middle of your map, raise the value higher. If you want more land, go lower than the default value of -0.72. Water Level: This value is essentially the sea level of the map, which can be raised or lowered based on the value entered. A higher value makes for a smoother transition. Shore Slope: This value goes from 0 to 2 and determines how hard the map transitions from the ocean floor to the shore. It's not clear yet on how changing this number affects the variation in the map. Turbulence Power: This number is supposed to affect how randomly the map generation follows the values entered. The default value of 1.0 is close to the mountain heights found on The Island. A value of 10.0 Mountain Height will put mountains up into the cloud layer. Mountain Height: Obviously, this determines how tall mountains can get. A higher slope value will give a more gradual slope. Higher Height values and lower Slope values will result in extremely steep walls. Mountain Slope: This works in conjunction with Mountain Height to determine how steep the mountains are. The default value of 8.0 creates quite a few across the map, while a 4 will reduce the number of mountains. The higher the value, the more mountains. Mountain Frequency: How often mountains are generated across the map. Lowering the value below the default value of 5.0 reduces the frequency. Water Frequency: This value works with the Water Level value to determine how frequently water appears on the map. Increasing this number pushes the radius of land generation closer to the edges of the map while decreasing the number generates more ocean. Landscape Radius: The 1.0 default value leaves a ring of ocean water around the island. The remainder of the values builds off the number entered from 1 to 999. Map Seed: This is the map seed used to generate the randomness of the resulting map. A value of 0.001 will give a density closer to The Island. The Redwood Biome Tree Density of 0.35, for example, is far too high and results in incredibly dense forest with Redwood tree trunks almost touching. It's also worth pointing out that some of the default values will require adjusting. These density values can affect performance as you are basically asking ARK: Survival Evolved to render more objects. As expected, these determine how often these items appear in each biome. The "ARK Name" field also doubles as the map name that can be selected from the map list.ĭensity Values: There are several density values scattered throughout the settings for things like Grasslands Grass, Jungle Grass, Mountain Trees, Redwood Trees, etc., but they can be explained first. The "Favorites" drop-down is where you save your favorite values based on the "ARK Name" entered. The Preset drop-down box restores the default values with the "Default" selection, or the last custom values entered with the "Custom" selection. "Reset to Default" will return all the values to their default setting, and "Randomize" does just as the name suggests. The "Host" button at the bottom will generate a new ARK based on the values entered. The number will be explained in a moment, but let's first explain what some of the buttons and drop-down menus do. At the top-left of the "Your ARK Settings" screen is a new button called "Create Procedurally Generated ARK." The next screen that opens will be a menagerie of settings to fiddle around with to create your own custom ARK. Simply go to the Host/Local option on the main ARK: Survival Evolved screen. If you have any additional tips or see something that appears wrong, please share in the comments below. Expect these missing biomes, including the desert, and features to be added as Studio Wildcard continues to iterate on procedurally generated ARKs. There are still supply drops, however, and animal spawns are based on the biomes generated. The generated maps do not feature any caves, swamps, Obelisks, or rivers currently. This guide will help Survivors understand all the different values that go into creating a procedural map. It's still to arrive on the Xbox One, but the ability to create custom maps is a welcome new feature.
Ark how to create a custom map Patch#
Studio Wildcard introduced procedurally generated maps to ARK: Survival Evolved with PC patch 248.
